Hex Terrains Framework
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    Class UpdateColorMapTexturesSystemBase

    Inheritance
    object
    ComponentSystemBase
    SystemBase
    UpdateColorMapTexturesSystemBase
    Inherited Members
    SystemBase.Dependency
    SystemBase.CheckedStateRef
    SystemBase.CompleteDependency()
    SystemBase.Entities
    SystemBase.Job
    SystemBase.Update()
    SystemBase.GetComponent<T>(Entity)
    SystemBase.SetComponent<T>(Entity, T)
    SystemBase.HasComponent<T>(Entity)
    SystemBase.HasBuffer<T>(Entity)
    SystemBase.GetComponentLookup<T>(bool)
    SystemBase.GetComponentDataFromEntity<T>(bool)
    SystemBase.GetBuffer<T>(Entity, bool)
    SystemBase.GetBufferLookup<T>(bool)
    SystemBase.GetBufferFromEntity<T>(bool)
    SystemBase.GetEntityStorageInfoLookup()
    SystemBase.GetStorageInfoFromEntity()
    SystemBase.Exists(Entity)
    ComponentSystemBase.Enabled
    ComponentSystemBase.EntityQueries
    ComponentSystemBase.GlobalSystemVersion
    ComponentSystemBase.LastSystemVersion
    ComponentSystemBase.EntityManager
    ComponentSystemBase.World
    ComponentSystemBase.SystemHandle
    ComponentSystemBase.SystemHandleUntyped
    ComponentSystemBase.Time
    ComponentSystemBase.WorldUpdateAllocator
    ComponentSystemBase.OnCreate()
    ComponentSystemBase.OnStartRunning()
    ComponentSystemBase.OnStopRunning()
    ComponentSystemBase.OnDestroy()
    ComponentSystemBase.ShouldRunSystem()
    ComponentSystemBase.GetComponentTypeHandle<T>(bool)
    ComponentSystemBase.GetDynamicComponentTypeHandle(ComponentType)
    ComponentSystemBase.GetBufferTypeHandle<T>(bool)
    ComponentSystemBase.GetSharedComponentTypeHandle<T>()
    ComponentSystemBase.GetDynamicSharedComponentTypeHandle(ComponentType)
    ComponentSystemBase.GetEntityTypeHandle()
    ComponentSystemBase.RequireForUpdate(EntityQuery)
    ComponentSystemBase.RequireAnyForUpdate(params EntityQuery[])
    ComponentSystemBase.RequireAnyForUpdate(NativeArray<EntityQuery>)
    ComponentSystemBase.RequireForUpdate<T>()
    ComponentSystemBase.RequireSingletonForUpdate<T>()
    ComponentSystemBase.HasSingleton<T>()
    ComponentSystemBase.GetSingleton<T>()
    ComponentSystemBase.GetSingletonRW<T>()
    ComponentSystemBase.GetSingletonBuffer<T>(bool)
    ComponentSystemBase.TryGetSingleton<T>(out T)
    ComponentSystemBase.TryGetSingletonBuffer<T>(out DynamicBuffer<T>)
    ComponentSystemBase.SetSingleton<T>(T)
    ComponentSystemBase.GetSingletonEntity<T>()
    ComponentSystemBase.TryGetSingletonEntity<T>(out Entity)
    ComponentSystemBase.GetEntityQuery(params ComponentType[])
    ComponentSystemBase.GetEntityQuery(NativeArray<ComponentType>)
    ComponentSystemBase.GetEntityQuery(params EntityQueryDesc[])
    ComponentSystemBase.GetEntityQuery(in EntityQueryBuilder)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Fwt.HexTerrains.Systems
    Assembly: fwt.hexterrains.dll
    Syntax
    [UpdateInGroup(typeof(HexTerrainsStartPreRenderGroup))]
    public abstract class UpdateColorMapTexturesSystemBase : SystemBase

    Methods

    OnCreateForCompiler()

    Declaration
    protected override void OnCreateForCompiler()
    Overrides
    Unity.Entities.ComponentSystemBase.OnCreateForCompiler()

    OnUpdate()

    Implement OnUpdate() to perform the major work of this system.

    Declaration
    protected override void OnUpdate()
    Overrides
    Unity.Entities.SystemBase.OnUpdate()
    Remarks

    By default, the system invokes `OnUpdate()` once every frame on the main thread. To skip OnUpdate if all of the system's [EntityQueries] are empty, use the [RequireMatchingQueriesForUpdateAttribute]. To limit when OnUpdate is invoked, you can specify components that must exist, or queries that match specific Entities. To do this, call Unity.Entities.ComponentSystemBase.RequireForUpdate<T>() or Unity.Entities.ComponentSystemBase.RequireForUpdate(Unity.Entities.EntityQuery) in the system's OnCreate method. For more information, see [ShouldRunSystem].

    The [Entities.ForEach] and [Job.WithCode] constructions provide convenient mechanisms for defining jobs. You can also instantiate and schedule an Unity.Entities.IJobChunk instance; you can use the [C# Job System] or you can perform work on the main thread. If you call Unity.Entities.EntityManager methods that perform structural changes on the main thread, be sure to arrange the system order to minimize the performance impact of the resulting [sync points].

    UpdateColorMapTextures(Entity, ref ColorMapTexturesCache, in DynamicBuffer<ColorMapTexture>, HexTerrain, in HexTerrainViewMode)

    Declaration
    protected virtual void UpdateColorMapTextures(Entity entity, ref ColorMapTexturesCache colorMaps, in DynamicBuffer<ColorMapTexture> texturesBuf, HexTerrain terrain, in HexTerrainViewMode viewMode)
    Parameters
    Type Name Description
    Entity entity
    ColorMapTexturesCache colorMaps
    DynamicBuffer<ColorMapTexture> texturesBuf
    HexTerrain terrain
    HexTerrainViewMode viewMode

    UpdateColorMap_0(Entity, ref ColorMapTexturesCache, in DynamicBuffer<ColorMapTexture>, HexTerrain, in HexTerrainViewMode)

    Declaration
    protected bool UpdateColorMap_0(Entity entity, ref ColorMapTexturesCache colorMaps, in DynamicBuffer<ColorMapTexture> texturesBuf, HexTerrain terrain, in HexTerrainViewMode viewMode)
    Parameters
    Type Name Description
    Entity entity
    ColorMapTexturesCache colorMaps
    DynamicBuffer<ColorMapTexture> texturesBuf
    HexTerrain terrain
    HexTerrainViewMode viewMode
    Returns
    Type Description
    bool

    UpdateColorMap_1(Entity, ref ColorMapTexturesCache, in DynamicBuffer<ColorMapTexture>, HexTerrain, in HexTerrainViewMode)

    Declaration
    protected bool UpdateColorMap_1(Entity entity, ref ColorMapTexturesCache colorMaps, in DynamicBuffer<ColorMapTexture> texturesBuf, HexTerrain terrain, in HexTerrainViewMode viewMode)
    Parameters
    Type Name Description
    Entity entity
    ColorMapTexturesCache colorMaps
    DynamicBuffer<ColorMapTexture> texturesBuf
    HexTerrain terrain
    HexTerrainViewMode viewMode
    Returns
    Type Description
    bool

    UpdateColorMap_2(Entity, ref ColorMapTexturesCache, in DynamicBuffer<ColorMapTexture>, HexTerrain, in HexTerrainViewMode)

    Declaration
    protected bool UpdateColorMap_2(Entity entity, ref ColorMapTexturesCache colorMaps, in DynamicBuffer<ColorMapTexture> texturesBuf, HexTerrain terrain, in HexTerrainViewMode viewMode)
    Parameters
    Type Name Description
    Entity entity
    ColorMapTexturesCache colorMaps
    DynamicBuffer<ColorMapTexture> texturesBuf
    HexTerrain terrain
    HexTerrainViewMode viewMode
    Returns
    Type Description
    bool

    UpdateColorMap_3(Entity, ref ColorMapTexturesCache, in DynamicBuffer<ColorMapTexture>, HexTerrain, in HexTerrainViewMode)

    Declaration
    protected bool UpdateColorMap_3(Entity entity, ref ColorMapTexturesCache colorMaps, in DynamicBuffer<ColorMapTexture> texturesBuf, HexTerrain terrain, in HexTerrainViewMode viewMode)
    Parameters
    Type Name Description
    Entity entity
    ColorMapTexturesCache colorMaps
    DynamicBuffer<ColorMapTexture> texturesBuf
    HexTerrain terrain
    HexTerrainViewMode viewMode
    Returns
    Type Description
    bool

    Extension Methods

    HashExtensions.GetHashCode_RefType<TValue>(TValue, int)
    HashExtensions.GetHashCode_RefType<TValue>(TValue, int)
    Extensions_UnityObject.SmartDestroy(object)
    Extensions_UnityObject.SmartDestroy(object)
    Extensions_UnityObject.SmartGetComponent<TComponent>(object)
    Extensions_UnityObject.SmartGetComponent<TComponent>(object)
    Extensions_UnityObject.SmartGetGameGameObject(object)
    Extensions_UnityObject.SmartGetGameGameObject(object)
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